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General Tabletop Discussion
D&D Older Editions
4e Heal info in new Confessions article
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<blockquote data-quote="Khur" data-source="post: 3998408" data-attributes="member: 5583"><p>Your problem seems to be one of perception and trying to define abstract rules systems in concrete “this is how it looks in the world” terms. That can be difficult, and it always has been with the abstract nature of D&D hit points. With 4e, hit points and healing surges combine abstractly to define the resilience of your character. Like others have said, if you use a healing surge, it’s more like you weren’t hurt as badly as it seemed or you shook off the damage in a heroic manner. If you don’t manage to, you were hurt or at least left in a vulnerable position when it comes to the harm further hits deal. It might be a little hard to imagine in a narrative sense, but that’s not unlike D&D through the ages in any case. It certainly feels cinematic in play—more so if players use it as a roleplaying cue. It also gives each PC some control over his or her condition during combat, forcing no one PC to be the healer. That is, no one has to use all his or her actions to facilitate the fun of others by casting healing spells or using healing skills/abilities. Sure, that good cleric is still a healer, but he’s also a punisher of evildoers!</p><p></p><p>Oh, and risk of death is still out there. Ask my players, including the one who's rogue went down in the second round of combat while next to creatures that automatically deal damage to you if you stay near them. Players just have a little more control and a few extra options. Tension is actually more fun when you have choices about what to do next. At least it seems that way to me.</p></blockquote><p></p>
[QUOTE="Khur, post: 3998408, member: 5583"] Your problem seems to be one of perception and trying to define abstract rules systems in concrete “this is how it looks in the world” terms. That can be difficult, and it always has been with the abstract nature of D&D hit points. With 4e, hit points and healing surges combine abstractly to define the resilience of your character. Like others have said, if you use a healing surge, it’s more like you weren’t hurt as badly as it seemed or you shook off the damage in a heroic manner. If you don’t manage to, you were hurt or at least left in a vulnerable position when it comes to the harm further hits deal. It might be a little hard to imagine in a narrative sense, but that’s not unlike D&D through the ages in any case. It certainly feels cinematic in play—more so if players use it as a roleplaying cue. It also gives each PC some control over his or her condition during combat, forcing no one PC to be the healer. That is, no one has to use all his or her actions to facilitate the fun of others by casting healing spells or using healing skills/abilities. Sure, that good cleric is still a healer, but he’s also a punisher of evildoers! Oh, and risk of death is still out there. Ask my players, including the one who's rogue went down in the second round of combat while next to creatures that automatically deal damage to you if you stay near them. Players just have a little more control and a few extra options. Tension is actually more fun when you have choices about what to do next. At least it seems that way to me. [/QUOTE]
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